ResInsight/ApplicationLibCode/ModelVisualization/WindowEdgeAxesOverlayItem/RivWindowEdgeAxesOverlayItem.h
2021-01-11 15:27:45 +01:00

148 lines
5.3 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cafDisplayCoordTransform.h"
#include "cvfArray.h"
#include "cvfCamera.h"
#include "cvfOverlayItem.h"
#include "cvfRect.h"
#include "cvfString.h"
namespace caf
{
class DisplayCoordTransform;
}
namespace cvf
{
class Font;
class ShaderProgram;
class MatrixState;
class TextDrawer;
class ScalarMapper;
} // namespace cvf
//==================================================================================================
//
// Overlay color legend
//
//==================================================================================================
class RivWindowEdgeAxesOverlayItem : public cvf::OverlayItem
{
using Font = cvf::Font;
using Vec2ui = cvf::Vec2ui;
using ScalarMapper = cvf::ScalarMapper;
using OpenGLContext = cvf::OpenGLContext;
using Vec2i = cvf::Vec2i;
using Color3f = cvf::Color3f;
using Color4f = cvf::Color4f;
using String = cvf::String;
using Vec2f = cvf::Vec2f;
using Vec3f = cvf::Vec3f;
using Rectf = cvf::Rectf;
using DoubleArray = cvf::DoubleArray;
using MatrixState = cvf::MatrixState;
using TextDrawer = cvf::TextDrawer;
using Camera = cvf::Camera;
public:
enum DomainAxes
{
XY_AXES,
XZ_AXES
};
public:
RivWindowEdgeAxesOverlayItem( Font* font );
~RivWindowEdgeAxesOverlayItem() override;
void setDisplayCoordTransform( const caf::DisplayCoordTransform* displayCoordTransform );
void updateFromCamera( const Camera* camera );
void setTextColor( const Color3f& color );
const Color3f& textColor() const;
void setLineColor( const Color3f& lineColor );
const Color3f& lineColor() const;
void setFrameColor( const Color4f& frameColor );
void setDomainAxes( DomainAxes axes );
void setIsSwitchingYAxisSign( bool switchSign );
int frameBorderWidth() { return static_cast<int>( m_frameBorderWidth ); }
int frameBorderHeight() { return static_cast<int>( m_frameBorderHeight ); }
void setShowAxisLines( bool showAxisLines );
protected:
Vec2ui sizeHint() override;
void render( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size ) override;
void renderSoftware( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size ) override;
bool pick( int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size ) override;
private:
void updateGeomerySizes();
void renderGeneric( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software );
void renderSoftwareFrameAndTickLines( OpenGLContext* oglContext );
void renderShaderFrameAndTickLines( OpenGLContext* oglContext, const MatrixState& matrixState );
void addTextToTextDrawer( TextDrawer* textDrawer );
std::array<Vec3f, 8> frameVertexArray();
private:
cvf::cref<caf::DisplayCoordTransform> m_dispalyCoordsTransform;
Vec2ui m_windowSize; // Pixel size of the window
Vec2ui m_textSize;
Color3f m_textColor;
Color3f m_lineColor;
Color4f m_frameColor;
int m_lineWidth;
cvf::ref<Font> m_font;
float m_frameBorderHeight;
float m_frameBorderWidth;
float m_tickLineLength;
float m_pixelSpacing;
bool m_isSwitchingYAxisValueSign;
bool m_showAxisLines;
DomainAxes m_domainAxes;
std::vector<double> m_domainCoordsXValues;
std::vector<double> m_domainCoordsYValues;
std::vector<double> m_windowTickXValues;
std::vector<double> m_windowTickYValues;
};